Okay, here we go again. Comments for everybody! Yay!!(?)
William:
Hmmm. I'm really not digging the water. The translucency looks okay, but I have no idea what I'm supposed to be seeing here as far as the perspective goes. Is it top-down? Is it seeing from a slight angle?... The water appears on top of mountains that look like they're supposed to be in front of the water. It would be best if you avoided having translucent water lapping against Classic mountains. It just doesn't work.
Orin:
Ahh, a floating island? Very good, very good.

You're using the mountain tiles creatively and correctly for what you are doing. The ground is a bit cluttered, though. Are all those dirt patches and pebbles really necessary?... I'd simplify it a bit. But overally, good job.
aaa2:
This is going to come off as harsh, but I'm afraid it needs to be said... no one is going to care about your hand-drawn shadows if you can't use the proper CSets when creating screens. Aside from the fence, the sand, and the boulders,
every single combo on this screen uses a CSet that was not meant for it, as far as I can tell. Also, you put windmill blades on top of two
water wheels. I'm not even sure how that's supposed to work.
Y'know what... here, I'd like to get this point across, so I remade the screen with a fresh-out-of-the-box DoR tileset file. Please compare.
-----> 
Note that every single combo on the screen -- yes, every one -- uses CSet 2, CSet 3, or CSet 4. The other CSets are for sprites (like Link and enemies), which you very rarely place on the screen as combos. I also used some alternative graphics for the windmill towers, the grass borders (since SD3 grass is DoR's default grass), the patch of grass on the right, and one of the trees (since you used a "swamp tree" in the middle of a sandy area, which is kinda weird). And I wasn't sure why you had those chimneys coming out of... um... the ground, so I just laid down the large windmill towers in their place.
I hope you use this image as an example. I'm sorry if it seems a little pushy for me to remake your screen, but it's because plenty of people make this kind of mistake and I want to do what I can to prevent it.
King Harkininan:
Hmm, not sure what to say here. It's a perfectly solid shot, although I wonder if maybe you've got a little too much going on here. Since I don't know what all these objects do, I have to guess what the screen is about. Still, it looks pretty decent.
Avataro:
I'm not a fan of those enlarged Classic bushes, but aside from that this is a perfectly good Classic screen. Umm. What else is there to say? This screenshot is about on par with most games of the NES era.
Jared:
Aha, now we're getting somewhere. This is a nice shot.

I'm not sure about the water/ice borders, but everything else works quite well. My only suggestion is why not put some trees poking out of the snowy brush? DoR has tiles for that doesn't it?... If not, I need to make some!...
Fire Wizzrobe:
Well, there are a few too many types of walkable terrain overlapping each other, and I'd use no more than two types of trees per region. But aside from that... good job!

It looks like a solid GBC screen!

Work on finishing that subscreen sometime.
Pabru:
Hmmm. If I could make a suggestion: when using those stone temple tiles, it might be a good idea to limit yourself to either grass or dirt, but not both. DoR's dark dirt tends to make screens very high contrast, and it's a little distracting. The player needs to know where to walk, right?... Otherwise, very nice.

Next time consider doing an in-player shot with sprites, maybe?
Also, moar subscreen, blah blah blah.
All things considered, I decided to vote for Fire Wizzrobe since his looked like the most complete and playable screen (albeit without a subscreen). However, there were several nearly-equal contenders this week. I hope everybody keeps up the good progress.